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IceStormers
Forsaken Immortals Top Men.
59
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Posted - 2013.11.07 00:56:00 -
[1] - Quote
hate to agree with this one, ttk is not long enough, i dont get into fights anymore
its the Rifles ease of killing thats the problem, snipers and forge gunners i expect ohk from a skill standpoint (ok snipers needs some work map wise)
rest of the weapons seem fine, if one fit / weapon is used by everyone and their mum then it needs to be balanced
The armor buff for heavies now makes the proto mass driver really fun vs them they are hard to take down, a force to be afraid of, but pickup my trusty AR bpo and splatter them within a moment
i really dont want a twitch shooter, if i did i would be on BF or COD
does anyone still run self armor reppers? no use at all during a fight, i want to have viable builds a tank fit thats not just a buffer tank, we need a massive reduction in damage on the weapons with Rifles being top of the list
but also i do love the idea of having more vids of Dust's vision in your quarters, so you can see things as they change
really sad when i went into the Dust PS home lounge to see all the screens turned off and nothing of any real substance to the games deep lore and plans
ok you got me i did enjoy Slay lol |
IceStormers
Forsaken Immortals Top Men.
65
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Posted - 2013.11.07 12:32:00 -
[2] - Quote
I dont miss chromosome, alot has improved
from your list the mouse and keyboard still needs work TTK was shorter only after the damage buff, which was needed as a general rule but not for AR they worked great back then (apart from range)
we need all the bullet physics to come in, bullet drop, less accurate at range (snipers having to aim high or low depending on range) damage reduction at range more sensible, then balancing can start productively
the real bane for me with this build is AR (still) and unkillable vehicles, with people driving/flying around cant be killed then just jumping out to kill or cap (granted thats being fixed in 1.7)
but even with all that was wrong with Chromosome it was fun to play, we will alwyas have fotm weapons but they should be close and have a good counter
we are far from done with weapon balance, its never going to end.
For example why is the best weapon in the game also the one with the least fitting requirements?
in EvE grid requirements were used to make certain weapons only viable with certain builds as a trade off, the higher potential the dps the higher the fitting needs, which ofc means less tank etc in Dust if i want more HP i end up fitting an AR or shortly it will be the Combat Assault Rifle
AOE weapons mass driver/forge/nades etc should be big damage and the skill should be about not TKing, currently i use AR in FF games and important games and mass driver for fun (winning as im sure most of you will agree is not fun, its got to be a close fight / game)
half the modules i was looking forward to playing with and testing out fits with i dont get to use anymore as its all tank tank tank to avoid a split second death |
IceStormers
Forsaken Immortals Top Men.
66
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Posted - 2013.11.07 15:18:00 -
[3] - Quote
Eve's use of dmg mods is good
it worked on the basis on using low slots for damage mods so damage mods means less armor tank / less passive shield rep / less capacitor
for those who dont know, capacitor is used to fire guns, boost your shields and rep your armor
all this meant you could not run your best tank and your best damage at the same time, it was about balance and tactics
We dont have capacitor for a good reason (active tanking on a suit would be a nightmare to balance and use) , however we are missing the ability to repair while engaged in a fight
i would like to "try" having self armor reppers in highs and have them provide serious amounts of reps so it does regenerate during engagements
also having passive shield regen modules in lows to have the same effect then have the rep tool rep both shield and armor and remove the shields current delay and super boost back to full
Another option would be to make the rep tool an always on aoe around the player, so squads close to each other benefit (still shield and armor) it would affect you and those around you with a decent area of affect, you can be affected by more than one so it should not be an insane rep amount but enough to make fights last longer, have people want to stay near others
this would also fix the current issue of not being able to see who needs reps and it means if you need reps head to your nearest bright yellow object ;D
at current level and plucked out of my head i would start this off at 50hp/s for proto rep tool (it would provide 50hp/s total to someone split equally between shields and armor until one is full then full rate to the other) you could set a cap but tbh if enough team members are all running them and all that close together to self rep a silly number then change your tactics and wip and a forge and enjoy the kill feed
this still requires a drop in AR damage but rest of the weapons would work fine i think |
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